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[[Long_War_Rebalance|Back To Main Page]]
[[Long_War_Rebalance|Back To Main Page]]
[[File: Class Scout (Long War).png|left|frame|64px|   '''''Scout''''']]
[[File: Class Scout (Long War).png|left|frame|64px|   '''''Scout''''']]
The '''Scout''' is a unique class, combining elements of Assaults and Snap Shot Snipers. The Scout's signature ability is '''Reconnaissance''', which allows them to detect nearby aliens when not engaged in combat.
The '''Scout''' is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout's signature ability is '''Reconnaissance''', which allows them to detect nearby aliens when not engaged in combat.


:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, Marksman Rifles, Shotguns, SMGs.
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Strike Rifles, Arc Weapons.
:'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off Shotguns.
:'''Secondary Weapon''': Pistols, Autopistols, Sawed-off Shotguns.
:'''Class-Limited items''':  Marksman Scope
:'''Class-Limited items''':  Marksman Scope, Battle Scanner
:'''Attribute Growth''': Aim x2, Mob x2.
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]'''  Aim x2, Mob x2.
<br/>  
<br/>  


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{{Class Tree (LWR)|
{{Class Tree (LWR)|
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}
|Specialist1={{Reconnaissance (LWR) |text=1|topbotpad=10}} {{Low Profile (LWR) |text=1|topbotpad=10}}
|LCorporal1={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}
|LCorporal1={{Bullseye (LWR) |text=1|topbotpad=10}}
|LCorporal2={{Bullseye (LWR) |text=1|topbotpad=10}}
|LCorporal2={{Hit and Run (LWR) |text=1|topbotpad=10}}
|LCorporal3={{Hit and Run (LWR) |text=1|topbotpad=10}}
|LCorporal3={{Smoke And Mirrors (LWR) |text=1|topbotpad=10}}
|Corporal1={{Kitted (LWR) |text=1|topbotpad=10}}
|Corporal1={{Snapshot (LWR) |text=1|topbotpad=10}}  
|Corporal2={{Snapshot (LWR) |text=1|topbotpad=10}}  
|Corporal2={{Ranger (LWR) |text=1|topbotpad=10}}  
|Corporal3={{Ranger (LWR) |text=1|topbotpad=10}}  
|Corporal3={{Disabling Shot (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}
|Sergeant1={{Impact (LWR) |text=1|topbotpad=10}}
|Sergeant2={{Tinker (LWR) |text=1|topbotpad=10}}
|Sergeant2={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}
|Sergeant3={{Vital Point Targeting (LWR) |text=1|topbotpad=10}}
|Sergeant3={{Tinker (LWR) |text=1|topbotpad=10}}
|TechSgt1={{Concealment (LWR) |text=1|topbotpad=10}}
|TechSgt1={{Pathfinder (LWR) |text=1|topbotpad=10}}
|GunSgt1={{Packmaster (LWR) |text=1|topbotpad=10}}
|GunSgt1={{Precision Shot (LWR) |text=1|topbotpad=10}}
|GunSgt2={{Precision Shot (LWR) |text=1|topbotpad=10}}
|GunSgt2={{Shadowstep (LWR) |text=1|topbotpad=10}}
|GunSgt3={{Shadowstep (LWR) |text=1|topbotpad=10}}
|GunSgt3={{Kitted (LWR) |text=1|topbotpad=10}}
|MSgt1={{Disabling Shot (LWR) |text=1|topbotpad=10}}
|MSgt1={{Aggression (LWR) |text=1|topbotpad=10}}
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
|MSgt2={{Extra Conditioning (LWR) |text=1|topbotpad=10}}
}}
}}


== Tactical Advice ==
== Tactical Advice ==
'''Role''': Scout / Mobile Offense
'''Role''': Scout / Mobile Offense / Frontline Support


The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. Singularly, the Scout is a master of Reconnaissance, a perk that allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit, but this is not it's only use; potent damage dealing perks like Hit and Run or Snapshot (gained very early at LCPL) make the Scout mobile and lethal at any range, and are some of the more mobility-focused of the multi-attack perks to boot.
The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of ''Reconnaissance'' - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.


Scouts have a great deal of flexibility, thanks in part to their innate ''Low Profile'', and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:
Scouts have a great deal of flexibility, thanks in part to their innate ''Low Profile'', and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:
* '''Scout''': A major role of the Scout class is in their ability to recon - in Long War, the importance of situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact and then escaping safely using  ''Shadowstep'' if any major threats choose to Overwatch.  Even better is advancing under ''Concealment'', which is an effective method of gaining vision with almost no risk, so long as it is employed properly.  The Scout class also has Battle Scanners which can be used for 0 AP, thanks to its Reconnaissance perk, to provide vision over walls and around corners as well as revealing cloaked enemies and providing +10 aim to shots against spotted targets. They can be supplemented with Smoke & Mirrors later on for an extra charge.
* '''Mobile DPS / Off-DPS''': The Scout can be specialized as a primary damage dealer thanks to the presence of offensive perks ''Hit and Run'' or ''Snapshot'' combined with other potent damage increasing abilities (''Precision Shot'', ''Bullseye'', ''Ranger'', and ''Vital Point Targeting''), allowing a damage-focused Scout to effectively compete with other classes in a niche role as a heavily mobile flanking DPS unit. Marksman Rifles can be used to deal great burst damage with ''Snapshot'' even from risky positions, while the large ammo capacity of Shotguns makes them equally deadly for close quarters ''Hit and Run'' attacks.
* '''Utility / Fire Support''': The Scout class contains a veritable toolbox of utility skills that can round out any squad. ''Concealment'' and ''Smoke & Mirrors'' can make for a decent Support Grenadier, able to Concuss or Corrode enemies from close range; this is especially potent when combined with support psionics like ''Mind Merge'' or ''Psychokinetic Strike''. ''Impact'', ''Bullseye'' and ''Snapshot'' can be used together to provide reliable and safe overwatch clearing capabilities to resolve potentially dangerous overwatch deadlocks with the ennemy. 
''Battle Scanners'' offer utility value in various circumstances, and they can provide additional healing and squad injury reduction with ''First Aid'' as well.


Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. ''Concealment'' is particularly valuable for Covert Op Extractions, where the sheer quantity of enemies make direct engagement with EXALT almost impossible.
* '''Scout''': A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever.  A scout can spot for the team, moving forward into a position that may draw enemy contact. ''Low Profile'' allows them to safely turtle even in low cover, and then later they have more options to escape using ''Shadowstep'' and ''Pathfinder'' abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.
 
* '''Mobile DPS / Off-DPS''': The Scout can be specialized as a damage dealer thanks to the presence of offensive perks ''Hit and Run'' or ''Bullseye''. These two abilities create two disting builds and combined with other potent damage increasing abilities (''Precision Shot'', ''Snapshot'', ''Ranger'', and ''Vital Point Targeting'') allow a damage-focused Scout to effectively compete with other classes. ''Hit and Run'' is more mobile crit based builds that prefers using SMGs, while ''Bullseye'' is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, ''Hit and Run'' can be very effective with Strike Rifles or even Shotgun, while ''Bullseye'' Scout for example can keep moving a lot and still dish out damage consistently.
 
* '''Utility / Fire Support''': The Scout class contains a veritable toolbox of utility skills that can round out any squad. ''Smoke & Mirrors'' can make for a good support Scout, able to concuss, corrode, or even shred enemies from  range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.
 
 
Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. ''Hit and Run'' scout can make for a potent damage operative.


==Sample Builds==
==Sample Builds==


===Support Scout===
===Support Scout===
The support Scout uses ''Smoke And Mirrors'' to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, ''Disabling Shot'' and the ever important ''Recon'' ability bundled with ''Low Profile'' for added survivability. ''Concealment'' will allow the build to scout safely ahead and get the drop on unactivated enemies with a well placed Concussion or Acid grenade.
The support Scout uses ''Smoke And Mirrors'' to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, ''Disabling Shot'' and the ever important ''Recon'' ability bundled with ''Low Profile'' for added survivability. ''Ranger'' is intersting to give the more range and damage with Pisols, but instead ''Disabling shot'' could be used for example to disable an alien leader. ''Tinker'' is unique to Scout and strong vs certain lategame aliens, but then ''Impact'' would add valuable anti-ow option. There is more choices, ''Shadowstep'' is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, ''Kitted'' gives those handy extra items. You can't go wrong by experimenting, this build has lots of flexibility.
 
Sample Support Build:
''Smoke and Mirrors -> Kitted or Ranger -> Tinker -> Concealment -> Packmaster or Shadowstep -> Disabling Shot or Extra Conditioning''


{{Ability List Display
{{Ability List Display
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level1={{Smoke And Mirrors (LWR)|align=center|topbotpad=7}}
|level2={{Kitted (LWR)|align=center|topbotpad=7}}{{Ranger (LWR)|align=center|topbotpad=7}}
|level2={{Ranger (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}
|level3={{Tinker (LWR)|align=center|topbotpad=7}}
|level3={{Tinker (LWR)|align=center|topbotpad=7}}
|level4={{Concealment (LWR)|align=center|topbotpad=7}}
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}
|level5={{Packmaster (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}
|level5={{Kitted (LWR)|align=center|topbotpad=7}}{{Shadowstep (LWR)|align=center|topbotpad=7}}
|level6={{Disabling Shot (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}
}}


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===Marksman Scout===
===Marksman Scout===
The Marksman Scout offers consistent fire support at up to mid ''Squadsight'' range through ''Bullseye'' (or longer with ''Precision Shot'') and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with ''Snapshot'' and ''Impact''. This build can be assimilated to a less damaging but more mobile Sniper with added utility in ''Recon'', Battle scanners and immediate Overwatch clearing.   
The Marksman Scout offers consistent fire support at up to mid ''Squadsight'' range through ''Bullseye'' (or longer with ''Precision Shot'') and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with ''Snapshot'' and ''Impact''. This build can be assimilated to a less damaging but more mobile Sniper with added utility in ''Recon'', Battle scanners and immediate Overwatch clearing.   
Sample Marksman Build:
''Bullseye -> Snapshot -> Any -> Concealment -> Precision Shot or Shadowstep -> Disabling Shot''


{{Ability List Display
{{Ability List Display
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}
|level1={{Bullseye (LWR)|align=center|topbotpad=7}}
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}
|level2={{Snapshot (LWR)|align=center|topbotpad=7}}{{Disabling Shot (LWR)|align=center|topbotpad=7}}
|level3={{Impact (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level3={{Impact (LWR)|align=center|topbotpad=7}}{{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level4={{Concealment (LWR)|align=center|topbotpad=7}}
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}
|level5={{Precision Shot (LWR)|align=center|topbotpad=7}} {{Shadowstep (LWR)|align=center|topbotpad=7}}
|level6={{Disabling Shot (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Extra Conditioning (LWR)|align=center|topbotpad=7}}
}}
}}


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Notes
Notes
* Shadowstep allows the Marksman Scout to be essentially immune to reaction fire (except when throwing a battle scanner!) and can be particularly helpful when paired with Impact for clearing Overwatch from dangerous enemies without burning through consumables. Extra Conditioning is useful for the additional 10% chance for a free shot which stacks with Snapshot (20%), a potential Conduit(20%) and Commanding Officer (1% per activated enemy)
* ''Shadowstep'' allows the Marksman Scout to be essentially immune to reaction fire and can be particularly helpful when on the retreat or attempting a flank. If you aren't concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.
* The choice between VPT and Impact boils down to what role you want the Scout to fulfill; VPT gives them higher burst damage on their reliable shots against biological enemies, while Impact is necessary for them to clear Overwatches and pairs well with Bullseye's bonus against Overwatching enemies.
* At MSGT, you can choose to focus on more raw damage through ''Aggression'' or a further increased multi-shot chance and some nice stats from ''Extra Conditioning''.


===Hit and Run Scout===
===Hit and Run Scout===
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for ''Hit and Run'' to activate. Properly supported, the HnR Scout can efficiently and reliably 'delete' high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of ''Recon'' stays a welcome addition to any squad.
The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for ''Hit and Run'' to activate. Properly supported, the HnR Scout can efficiently and reliably 'delete' high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of ''Recon'' stays a welcome addition to any squad.
Sample Hit and Run Build:
''Hit and Run -> Ranger or Snapshot -> Vital Point Targeting or Impact -> Concealment -> Shadowstep -> Extra Conditioning or Disabling Shot''


{{Ability List Display
{{Ability List Display
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}
|level1={{Hit and Run (LWR)|align=center|topbotpad=7}}
|level2={{Ranger (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}}
|level2={{Ranger (LWR)|align=center|topbotpad=7}}
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}}
|level3={{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level4={{Concealment (LWR)|align=center|topbotpad=7}}
|level4={{Pathfinder (LWR)|align=center|topbotpad=7}}
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}
|level5={{Shadowstep (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Disabling Shot (LWR)|align=center|topbotpad=7}}
|level6={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Aggression (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol<br>
'''Recommended Weapons:''' Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol<br>
'''Recommended Equipment:''' Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo, Offensive psi items
'''Recommended Equipment:''' Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo




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** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don't necessarily need to bring extra mobility items due to the SMG's bonus.
** An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don't necessarily need to bring extra mobility items due to the SMG's bonus.
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun's mobility penalty so that you can get in and get out.
** A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun's mobility penalty so that you can get in and get out.
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking Precision Shot to benefit this weapon choice, but you'll lock yourself into Strike Rifles as a result.
** Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special ''Shot'' at GSGT to benefit this weapon choice, but you'll lock yourself into Strike Rifles as a result.
* HnR Scouts make for some of the best Psi users as these abilities can be used after HnR activates. As a result, this makes items such as Mind Frayer and especially Conduit quite potent.
* Muscle Fiber Density allows for vastly extended reach in a large number of maps.
* Muscle Fiber Density allows for extended reach in a large number of maps, which can be useful if becoming Psionic isn't an option.
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw damage.
* HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw damage.



Latest revision as of 22:47, 27 December 2025

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   Scout

The Scout is a unique class, combining elements of Assaults and Strike Rifle Snipers. The Scout's signature ability is Reconnaissance, which allows them to detect nearby aliens when not engaged in combat.

Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Strike Rifles, Arc Weapons.
Secondary Weapon: Pistols, Autopistols, Sawed-off Shotguns.
Class-Limited items: Marksman Scope, Battle Scanner
Attribute Growth: Aim x2, Mob x2.


Abilities

Rank Ability

Specialist
Reconnaissance
Reconnaissance
Reconnaissance
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover].
Low Profile
Low Profile
Low Profile
Partial cover grants the defense and DR bonus of full cover.

Lance Corporal
Bull Rush
Bull Rush
Bullseye
Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three).
Hit and Run
Hit and Run
Hit and Run

The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn.

Smoke and Mirrors
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.

Corporal
Snap Shot
Snap Shot
Snapshot
Shots gain +20 crit and do not trigger reaction fire.
Ranger
Ranger
Ranger

Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.

Disabling Shot
Disabling Shot
Disabling Shot
Fire a 0 AP 1 damage shot that disables the target's main weapon. Grants +1 ammo to primary weapons. Does not work against mechanical targets (except SHIVs). Cannot be used after activating In The Zone. 3 turn cooldown. Only for Sniper/Strike Rifles.

Sergeant
Impact
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
Vital Point Targeting
Vital Point Targeting
Vital Point Targeting
When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.
Tinker
Tinker
Tinker
Concussion and psi grenades add 20 shred to their targets. On detonation, smoke grenades repair all shred.

Tech Sergeant
Pathfinder
Pathfinder
Pathfinder
Grants +1 Battlescanner and +0.6 mobility. If this unit activates enemies when moving, they regain up to 2 AP. Does not apply to covert operatives. Maximum of one activation per turn. Fails if another allied unit acts before the pod finished activating.

Gunnery Sergeant
Precision Shot
Precision Shot
Precision Shot
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles.
Shadowstep
Shadowstep
Shadowstep
This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.
Kitted
Kitted
Kitted
Grants a medikit and a smoke grenade. If this unit does not have a scope, it gains a generic scope (+10 aim). If this unit does not have a plating, it gains a generic plating (+2 armor HP).

Master Sergeant
Aggression
Aggression
Aggression
Shots gain +10% crit damage per enemy in sight.
Extra Conditioning
Extra Conditioning
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.


Tactical Advice

Role: Scout / Mobile Offense / Frontline Support

The Scout is a versatile, mobile generalist class, capable of dishing out good damage output while providing a host of utility. The Scout is a master of Reconnaissance - this Perk allows them to detect the nearest alien pod after each move, determining its direction, distance, and potentially identifying which autopsied aliens the pod consists of. As a result, their ability to provide situational awareness and thus battlefield control surpasses any other unit. They can add even more utilities to XCOM with their various abilities or focus more on damage dealing capabilities. They are very flexible class and have lots of freedom to change and tweak their builds, while still staying effective and strong unit.

Scouts have a great deal of flexibility, thanks in part to their innate Low Profile, and can be built to fill anywhere from one to all three of the following roles, depending on degree of specialty:

  • Scout: A major role of the Scout class is in their ability to recon. In Long War, situational awareness and the existence of extended range on some weapons means that gaining vision of the battlefield is more important than ever. A scout can spot for the team, moving forward into a position that may draw enemy contact. Low Profile allows them to safely turtle even in low cover, and then later they have more options to escape using Shadowstep and Pathfinder abilities. With battle scanners they can scan large area and reveal cloaked or faded enemies, while boosting aim and crit chances of the hole squad. Depending on their build, they can have more utility, act as anti-overwatch unit, disabling unit, or at least like a strong spotter for Sniper in the team.
  • Mobile DPS / Off-DPS: The Scout can be specialized as a damage dealer thanks to the presence of offensive perks Hit and Run or Bullseye. These two abilities create two disting builds and combined with other potent damage increasing abilities (Precision Shot, Snapshot, Ranger, and Vital Point Targeting) allow a damage-focused Scout to effectively compete with other classes. Hit and Run is more mobile crit based builds that prefers using SMGs, while Bullseye is somewhat more stationary build prefering long range Strike rifle. But let that not fool you, Hit and Run can be very effective with Strike Rifles or even Shotgun, while Bullseye Scout for example can keep moving a lot and still dish out damage consistently.
  • Utility / Fire Support: The Scout class contains a veritable toolbox of utility skills that can round out any squad. Smoke & Mirrors can make for a good support Scout, able to concuss, corrode, or even shred enemies from range. Depending on perks picked, Scout can even pick up a free medikit, disable aliens or break overwatches. They would be a good candidate for psi-soldier as well as that can give them even richer options in combat.


Incidentally, Scouts also make for great covert operatives, as their wide variety of perks that increase mobility and survivability help immensely during Covert Operations against Exalt cells. Hit and Run scout can make for a potent damage operative.

Sample Builds

Support Scout

The support Scout uses Smoke And Mirrors to bring a condensed and effective utility package to the field through the use of reaction immune support grenades, battle scanners, first aid kits, Disabling Shot and the ever important Recon ability bundled with Low Profile for added survivability. Ranger is intersting to give the more range and damage with Pisols, but instead Disabling shot could be used for example to disable an alien leader. Tinker is unique to Scout and strong vs certain lategame aliens, but then Impact would add valuable anti-ow option. There is more choices, Shadowstep is a great repositioning tool, not just a damage booster, so it makes perfect sense for this build. Alternatively, Kitted gives those handy extra items. You can't go wrong by experimenting, this build has lots of flexibility.

Smoke and Mirrors
Smoke and Mirrors
Ranger
Ranger
Disabling Shot
Disabling Shot
Tinker
Tinker
Pathfinder
Pathfinder
Kitted
Kitted
Shadowstep
Shadowstep
Extra Conditioning
Extra Conditioning

Recommended Weapons: Strike Rifle or Arc Rifle
Recommended Equipment: Concussion grenades, Acid Grenades, Smoke Grenades, Battle Scanners

Notes

  • This build makes for a good psi or officer candidate, as this will give them something to do when an arc rifle would do nothing or when consumables run out, aren't in range, or simply aren't worth using. Psi Grenades are a nice bonus, as is a potential Mind Frayer.

Marksman Scout

The Marksman Scout offers consistent fire support at up to mid Squadsight range through Bullseye (or longer with Precision Shot) and a Marksman-Scoped strike rifle. This choice of weapon allows the Marksman Scout to reliably pick off weakened targets, put a dent on evasive fliers, and safely clear Overwatch when paired with Snapshot and Impact. This build can be assimilated to a less damaging but more mobile Sniper with added utility in Recon, Battle scanners and immediate Overwatch clearing.

Bull Rush
Bull Rush
Snap Shot
Snap Shot
Disabling Shot
Disabling Shot
Impact
Impact
Vital Point Targeting
Vital Point Targeting
Pathfinder
Pathfinder
Precision Shot
Precision Shot
Shadowstep
Shadowstep
Aggression
Aggression
Extra Conditioning
Extra Conditioning

Recommended Weapons: Strike rifle. Secondary Sawn-off or autopistol
Recommended Equipment: Marksman's Scope, High Cap Mags, Battle Scanners/Extrasensory Vest/Damage boosting ammunition/Conduit(Psi).


Notes

  • Shadowstep allows the Marksman Scout to be essentially immune to reaction fire and can be particularly helpful when on the retreat or attempting a flank. If you aren't concerned about moving, the other two perks are great options for your Strike Rifle, either with a utility or damage focus.
  • At MSGT, you can choose to focus on more raw damage through Aggression or a further increased multi-shot chance and some nice stats from Extra Conditioning.

Hit and Run Scout

The HnR Scout is a pure offensive build leveraging extreme mobility to reach advantageous positions and deliver destructive flanking shots to biological targets before retreating safely out of sight. While powerful, the HnR Scout cannot perform alone as its targets must first be damaged, suppressed or disoriented during the turn in order for Hit and Run to activate. Properly supported, the HnR Scout can efficiently and reliably 'delete' high value targets. Proper positioning must however be carefully maintained as the light armor required for this build will not allow much room for error. Finally, the innate utility of Recon stays a welcome addition to any squad.

Hit and Run
Hit and Run
Ranger
Ranger
Vital Point Targeting
Vital Point Targeting
Pathfinder
Pathfinder
Shadowstep
Shadowstep
Extra Conditioning
Extra Conditioning
Aggression
Aggression

Recommended Weapons: Strike Rifle, SMG, or Shotgun. Secondary Sawed-off or Autopistol
Recommended Equipment: Mobility increasers, High Cap Mags, Damage increasers, Marksman Scope (with Strike Rifle), Special ammo


Notes

  • Lighter armor is optimal with this build as very high mobility is required to go in close for a flank then retreat to a safe distance.
  • Each weapon choice fulfills a different role on the team:
    • An SMG guarantees powerful critical hits on exposed targets but suffers from low ammo and very limited damage to targets immune to critical hits. They pair particularly well with anything that boosts critical hits, and don't necessarily need to bring extra mobility items due to the SMG's bonus.
    • A Shotgun boasts higher base damage and ammo count but less critical chance and a lower effective range. The high base damage makes them a good choice against targets immune to critical hits. Extra mobility is essential to make up for the Shotgun's mobility penalty so that you can get in and get out.
    • Strike rifles can function from a much farther range, while doing damage in-between that of the other choices. The Marksman Scope is practically required when using this, however, and a strong secondary in the form of a ranger Autopistol or Sawed-off Shotgun is important to cover close range. You can also consider taking a special Shot at GSGT to benefit this weapon choice, but you'll lock yourself into Strike Rifles as a result.
  • Muscle Fiber Density allows for vastly extended reach in a large number of maps.
  • HnR Scouts can choose a very similar build to Bullseye scouts if they want to gain Overwatch-clearing utility in exchange for some raw damage.

See also